Discussion in 'Mummy's Mask' started by Statboy, Jun 2, 2016.
Hey, look! reeds!
!roll 1d20+3 #init
!roll 1d20+4 #perception
For: SoL DarkLord Re: #99
!roll 1d20+11 #Perception because I haven't yet.
Perception because I haven't yet.: 18
For: TimeCrush Re: #100
Zanros stares off at the colours. Vaguely triggering his first memory of eating the wrong mushrooms the first time he ventured into the woods.
Memsie is up first then Isal, then the GM
EDIT*: Memsie hears the sound of a rush of unnatural wind, Isal hears nothing.
"Something isn't right fellas, double time." Memsie takes off on a double move action towards where he believes ZANROS to be.
whatever zanros triggered probably alerted them to our presence...
!roll 1d20+3 #initiative
Rolled in roll20 and got 4, idk if you wanna use this one or whatever
For: Ach Hans Run! Re: #105
Isal delays until after Zanros, The GM makes his moves and laughs maniacally.
Zanros is up start with a will save to not be fascinated pls.
Isal will go ahead and double move into the camp.
Isal sees more cultists running into the camp as well, all have crossbows drawn.
!roll 1d20 + 7 #Charmed Life Will Save
Charmed Life Will Save: 8
For: theLumberJack Re: #109
Zanros: Still fascinated
More Cultist's run in and ready an action; Mavruk is up, at this point with all the cultists running you guys can't help but hear a commotion
I'll clank up to the edge of the camp in the reeds (double move).
If the mistmail concealment (20% miss chance) stacks with the concealment offered by the reeds, I'll speak the word to activate it. If not, I'll just leave it as solid armour for now.
I move up further into the reeds and cast fortune on Mavruk.
Mavruk: Mistmail wouldn't stack with the reeds, I've also posted a question on the Paizo forums asking if Mistmail loses its AC bonus when in mist form, because I have no idea.
Another cultist runs out from the west of the reeds and readies an action. The sphinx flies up, seeing Mavruk and Isal he flies overhead and shrieks. Everyone that's not Zanros make a DC 16 Fort save to avoid going deaf. The sphinx is 20ft up.
Turn order is Aech, Idessa, Memsie, Isal, then the GM and his merry minions.
Separate names with a comma.